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Multi option files missing players from teams

budale!

Registered User
Hi, is there a way to fix missing players from teams when importing teams from different option files? Example, when i import classic national team some classic club squad is missing players or other way around. Not all of them but some teams get scrambled. Thanks!
 

PES Buck

Administrator
Staff member
Hi, is there a way to fix missing players from teams when importing teams from different option files? Example, when i import classic national team some classic club squad is missing players or other way around. Not all of them but some teams get scrambled. Thanks!
Sounds like conflict with different files using the same Player IDs which will cause missing playes. Need to use files that work together.

A solution is to narrow down those Player IDs and use a PC TED Editor to change the conflicts on TEDS by using Unsused Player ID's -- Info on that can be found on the EvoWeb site.
 

philips_99

Registered User
That's because these option files are using the same base players for their work. For example, if some editor create Team A using the players of PES United and another editor decides to create Team B use any of the PES United players as a base for their work as well, these two exports will clash because there are players with the same ID. In that case, if you first import Team A and then you import Team B, the clashing players will be overwritten and transfered to Team B, so they will be missing in Team A.

It requires some work, but if you really want to use those teams together it's possible to fix. The only way to fix it is to change the clashing player IDs somehow. I'll give you two options I know of:

1st option: First, identify what players disappear and write them down somewhere. Then you will save those players using the base-copy function to copy them over a different player (thus changing it's ID). You can use either created players (if you have enough created player slots) or instead grab some "useless" players, for example, the fake "duplicate" national team players in the free agent section or something like that. After base-copying those players, transfer them to the team, correct their squad number and put them in the line-up. I recommend you then remove from the team the "old" versions of those players and export this new team you edited, just to be on the safe side. Then you can import the team(s) from the 2nd option file those players shouldn't disappear anymore.

2nd option: A bit more advanced, but if you are okay with using PC tools, there is a way to modify the .ted file in order to add players as if they were live update players, with a new ID assigned to them, just like Konami does to add players in their Live Updates. By adding those players with a new ID instead of replacing the fake players in-game you shouldn't have any more troubles with clashes. It's really not that complicated, but you need to be careful not to mess anything up, so proceed at your own risk. I only tested on PS4, probably works for PC too but I can't say for sure.

Basically, to do that Live Update trick, you can use the TEDitor by SiuMing here (no download, it runs on your browser): https://wepes.github.io/
You open the .ted file in there, and look at the "Player ID" collumn. You will want to change all those fake players' IDs into new, safe ones, and then check the "From live." box. Don't forget, after changing the ID, check that box. It's important.
Do it for all players you want, just pay attention if none of the players are already in-game players made by Konami (if you do it for those you will end up with duplicates in your game, which can be a bad thing unless you really want to have the same player in 2 different teams - in that case it's useful).

It should look something like this (little bit of one of the teams on my upcoming file):



Then save the file (use the option "Save as PES 2021 (in-game)"), but don't overwrite the original .ted file (it's better to keep the original in case something goes wrong). You can then import it in-game, check if everything it's fine and then save and go play. The fake players were not used so they should be in the free agents section, while your team is now composed of "Live Update" players.

Be aware that those players cannot be reseted, just like Live Update players made by Konami, and they also can't be deleted completely like Created Players (they can be transfered to Free Agents if you don't want them anymore in the team).

As for what IDs you can use, I have a list of ID ranges tested by Buckshot which I believe are safe to use:

23,000 to 25221
68000 to 68207
72000 to 73339
74000 to 74245
75000 to 75249
83000 to 83675
85000 to 85049

On my Liga Portugal 2 Option File for example I'm using the ID range from 72000 to 73000 and I can confirm this method works well :)

Just don't forget to keep track of what IDs you are using for each team, so you don't end up creating clashes yourself. Write them down somewhere, a notebook, an excel sheet, whatever works for you.
 

budale!

Registered User
Sounds like conflict with different files using the same Player IDs which will cause missing playes. Need to use files that work together.

A solution is to narrow down those Player IDs and use a PC TED Editor to change the conflicts on TEDS by using Unsused Player ID's -- Info on that can be found on the EvoWeb
Thank you for your answer. Will try to do that.
 

budale!

Registered User
That's because these option files are using the same base players for their work. For example, if some editor create Team A using the players of PES United and another editor decides to create Team B use any of the PES United players as a base for their work as well, these two exports will clash because there are players with the same ID. In that case, if you first import Team A and then you import Team B, the clashing players will be overwritten and transfered to Team B, so they will be missing in Team A.

It requires some work, but if you really want to use those teams together it's possible to fix. The only way to fix it is to change the clashing player IDs somehow. I'll give you two options I know of:

1st option: First, identify what players disappear and write them down somewhere. Then you will save those players using the base-copy function to copy them over a different player (thus changing it's ID). You can use either created players (if you have enough created player slots) or instead grab some "useless" players, for example, the fake "duplicate" national team players in the free agent section or something like that. After base-copying those players, transfer them to the team, correct their squad number and put them in the line-up. I recommend you then remove from the team the "old" versions of those players and export this new team you edited, just to be on the safe side. Then you can import the team(s) from the 2nd option file those players shouldn't disappear anymore.

2nd option: A bit more advanced, but if you are okay with using PC tools, there is a way to modify the .ted file in order to add players as if they were live update players, with a new ID assigned to them, just like Konami does to add players in their Live Updates. By adding those players with a new ID instead of replacing the fake players in-game you shouldn't have any more troubles with clashes. It's really not that complicated, but you need to be careful not to mess anything up, so proceed at your own risk. I only tested on PS4, probably works for PC too but I can't say for sure.

Basically, to do that Live Update trick, you can use the TEDitor by SiuMing here (no download, it runs on your browser): https://wepes.github.io/
You open the .ted file in there, and look at the "Player ID" collumn. You will want to change all those fake players' IDs into new, safe ones, and then check the "From live." box. Don't forget, after changing the ID, check that box. It's important.
Do it for all players you want, just pay attention if none of the players are already in-game players made by Konami (if you do it for those you will end up with duplicates in your game, which can be a bad thing unless you really want to have the same player in 2 different teams - in that case it's useful).

It should look something like this (little bit of one of the teams on my upcoming file):



Then save the file (use the option "Save as PES 2021 (in-game)"), but don't overwrite the original .ted file (it's better to keep the original in case something goes wrong). You can then import it in-game, check if everything it's fine and then save and go play. The fake players were not used so they should be in the free agents section, while your team is now composed of "Live Update" players.

Be aware that those players cannot be reseted, just like Live Update players made by Konami, and they also can't be deleted completely like Created Players (they can be transfered to Free Agents if you don't want them anymore in the team).

As for what IDs you can use, I have a list of ID ranges tested by Buckshot which I believe are safe to use:

23,000 to 25221
68000 to 68207
72000 to 73339
74000 to 74245
75000 to 75249
83000 to 83675
85000 to 85049

On my Liga Portugal 2 Option File for example I'm using the ID range from 72000 to 73000 and I can confirm this method works well :)

Just don't forget to keep track of what IDs you are using for each team, so you don't end up creating clashes yourself. Write them down somewhere, a notebook, an excel sheet, whatever works for you.
Wow. Thanks for the detailed answer. Lot of work but its worth it. Can i do the same method for Pes 2018 too?
 

philips_99

Registered User
Wow. Thanks for the detailed answer. Lot of work but its worth it. Can i do the same method for Pes 2018 too?
The 1st method works on PES 2018 as well, but the 2nd method (using the PC tools) it's only for PES 2020 and 2021 since that tool only works with .ted files from PES 2020 and 2021. If you want to fix exports for PES 2018 you will have to use the 1st method I think.
 

budale!

Registered User
The 1st method works on PES 2018 as well, but the 2nd method (using the PC tools) it's only for PES 2020 and 2021 since that tool only works with .ted files from PES 2020 and 2021. If you want to fix exports for PES 2018 you will have to use the 1st method I think.
Already started. Big thanks!
 

mohammad.bagg10

Registered User
That's because these option files are using the same base players for their work. For example, if some editor create Team A using the players of PES United and another editor decides to create Team B use any of the PES United players as a base for their work as well, these two exports will clash because there are players with the same ID. In that case, if you first import Team A and then you import Team B, the clashing players will be overwritten and transfered to Team B, so they will be missing in Team A.

It requires some work, but if you really want to use those teams together it's possible to fix. The only way to fix it is to change the clashing player IDs somehow. I'll give you two options I know of:

1st option: First, identify what players disappear and write them down somewhere. Then you will save those players using the base-copy function to copy them over a different player (thus changing it's ID). You can use either created players (if you have enough created player slots) or instead grab some "useless" players, for example, the fake "duplicate" national team players in the free agent section or something like that. After base-copying those players, transfer them to the team, correct their squad number and put them in the line-up. I recommend you then remove from the team the "old" versions of those players and export this new team you edited, just to be on the safe side. Then you can import the team(s) from the 2nd option file those players shouldn't disappear anymore.

2nd option: A bit more advanced, but if you are okay with using PC tools, there is a way to modify the .ted file in order to add players as if they were live update players, with a new ID assigned to them, just like Konami does to add players in their Live Updates. By adding those players with a new ID instead of replacing the fake players in-game you shouldn't have any more troubles with clashes. It's really not that complicated, but you need to be careful not to mess anything up, so proceed at your own risk. I only tested on PS4, probably works for PC too but I can't say for sure.

Basically, to do that Live Update trick, you can use the TEDitor by SiuMing here (no download, it runs on your browser): https://wepes.github.io/
You open the .ted file in there, and look at the "Player ID" collumn. You will want to change all those fake players' IDs into new, safe ones, and then check the "From live." box. Don't forget, after changing the ID, check that box. It's important.
Do it for all players you want, just pay attention if none of the players are already in-game players made by Konami (if you do it for those you will end up with duplicates in your game, which can be a bad thing unless you really want to have the same player in 2 different teams - in that case it's useful).

It should look something like this (little bit of one of the teams on my upcoming file):



Then save the file (use the option "Save as PES 2021 (in-game)"), but don't overwrite the original .ted file (it's better to keep the original in case something goes wrong). You can then import it in-game, check if everything it's fine and then save and go play. The fake players were not used so they should be in the free agents section, while your team is now composed of "Live Update" players.

Be aware that those players cannot be reseted, just like Live Update players made by Konami, and they also can't be deleted completely like Created Players (they can be transfered to Free Agents if you don't want them anymore in the team).

As for what IDs you can use, I have a list of ID ranges tested by Buckshot which I believe are safe to use:

23,000 to 25221
68000 to 68207
72000 to 73339
74000 to 74245
75000 to 75249
83000 to 83675
85000 to 85049

On my Liga Portugal 2 Option File for example I'm using the ID range from 72000 to 73000 and I can confirm this method works well :)

Just don't forget to keep track of what IDs you are using for each team, so you don't end up creating clashes yourself. Write them down somewhere, a notebook, an excel sheet, whatever works for you.
hello my dear friend
Can I ask a question about the second method, I can change the IDs of the teams through the following site and replace the classic team I want with the team I want in the game, but when you say to change the IDs of the players, what exactly do you mean? Is it possible to explain more clearly or at least give an example, I would really appreciate it because I have a lot of problems with this issue and unfortunately the first solution takes a lot of time!
thank you

 

philips_99

Registered User
hello my dear friend
Can I ask a question about the second method, I can change the IDs of the teams through the following site and replace the classic team I want with the team I want in the game, but when you say to change the IDs of the players, what exactly do you mean? Is it possible to explain more clearly or at least give an example, I would really appreciate it because I have a lot of problems with this issue and unfortunately the first solution takes a lot of time!
thank you


I think I explained it the best I could on that "Spoiler". There is an example image in there, where I changed the ID of a few players, and ticked the "From Live" box. You can change their ID if you are having any sort of clashes when you import teams from different sources/OFs, so players from one OF won't overwrite the players from the other. Or if you don't want the players from your custom teams to overwrite any of the in-game players you can also use this method.

You can change their IDs to a new one that's not used by Konami and tick the "From Live" box, with that trick you will add a completely new player to the game as if it was a Live Update player, and it shouldn't clash with anything anymore.

You also have on that post a list of some ranges for IDs that should be safe to use. I think there's a limit to the number of players you can add to the game (I think there can only be 30k players or something like that), but you can still safely add a couple thousand with no problem.

So, to sum it up, the process is simple - choose some new IDs for your players, tick the "From Live" box, save and import (I also recommend you keep a backup of your .ted before starting just in case something goes wrong, even though it shouldn't). Also, of course, be sure to choose a different ID for each player, even on different teams. To make that easier I just choose sequential IDs, like 75000, 75001, 75002... and keep track of it.

I hope I could explain it well enough, but if you have any questions ask away.
 

mohammad.bagg10

Registered User
I think I explained it the best I could on that "Spoiler". There is an example image in there, where I changed the ID of a few players, and ticked the "From Live" box. You can change their ID if you are having any sort of clashes when you import teams from different sources/OFs, so players from one OF won't overwrite the players from the other. Or if you don't want the players from your custom teams to overwrite any of the in-game players you can also use this method.

You can change their IDs to a new one that's not used by Konami and tick the "From Live" box, with that trick you will add a completely new player to the game as if it was a Live Update player, and it shouldn't clash with anything anymore.

You also have on that post a list of some ranges for IDs that should be safe to use. I think there's a limit to the number of players you can add to the game (I think there can only be 30k players or something like that), but you can still safely add a couple thousand with no problem.

So, to sum it up, the process is simple - choose some new IDs for your players, tick the "From Live" box, save and import (I also recommend you keep a backup of your .ted before starting just in case something goes wrong, even though it shouldn't). Also, of course, be sure to choose a different ID for each player, even on different teams. To make that easier I just choose sequential IDs, like 75000, 75001, 75002... and keep track of it.

I hope I could explain it well enough, but if you have any questions ask away.
Thank you very much, my good friend, with the method you explained, I entered nearly 120 classic teams into the game without any problems, thanks, good luck.
 
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